Completed Charmander vs. Rickheg

A Junkyard? A JUNKYARD of all places to be in for a battle, someone has to pick a stupid old junkyard. Ugh. This is really frustrating for me, because I can't even find the trainers... oh wait nevermind. I just found some guy dressed up in a Charmander suit, that must be them. The rules for the battle were sent to me eariler, they are

There's all sorts of scrap metal lying around. Very strong attacks could knock the opponent into the sharp metal sticking out, causing bleeding (bleeding causes an extra 1 energy to be used per action, and a possibility that normal poison can become toxic poison) There are also appliances lying around, as well as most everything made of metal.

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So yeah, now that everyone knows the arena, lets get on to the teams. Both trainers gave me letters with their pokemon choices inside. Lets open them up and see what they brought to the table.

Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard, they will have their normal accuracy.

Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

Abilities:Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Atlantis the Tirtouga(Move your mouse to reveal the content)Atlantis the Tirtouga (open)Atlantis the Tirtouga (close)

Tirtouga [Atlantis] (Male)Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.Type: Water/Rock
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Ability 1: Solid Rock
Type: Innate
This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).

Ability 2: Sturdy
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Rotom [Plasma Moto] (genderless)Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)Type: Electric/Ghost
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Okay, let's get creative! Plasma Moto, your first battle is gonna be a doozy. Start by hiding from the Confuse Ray behind the oven, so you don't see the ray. Then enter the oven, becoming Plasma Moto the Rotom-H. Use your last action on Light Screen. If entering the oven does not consume an action, then Light Screen will be my second action, and use Discharge for the third action, still as Rotom-H.

Here are the stats for Rotom-H;

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Welcome to the battle of the Junk, it looks as if both trainers sent out Ghostly pokemon to begin this battle, lets see how well they manage to do today. We start out with the faster Rotom who begins the match off with Retreating behind a Oven, what a wimp! Spiritomb who uses a Confuse Ray is blocked by the Oven. Rotom seems to have fallen in love with the Oven for protecting it because he merges together with that same oven to become Rotom-H. Spiritomb doesn't seem very scared by this new forme and Launches a powerful Shadow Ball at Rotom, inflicting Super effective damage. Finally Rotom H sets up a Light screen to try and weaken those Shadow balls. Which was just in time too because Spiritomb fires off a second Shadow Ball​

Rotom can be caught just like any other Pokemon, however its appliance forms are more difficult to access. The arena must be a junkyard or some similar space where such appliances can be found, and then Rotom can possess those appliances. Once Rotom has an appliance form it may discard it at any time and move to another appliance (if it is available) or to no appliance. Phasing into or out of an appliance in battle takes up an action.

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I used Shadow Ball twice in a row, so I should only have 81 Energy. He didn't use Light Screen because entering the oven takes up an action, so he should only have 56 HP.

Charmander, I don't know if you need to or not. but I think you have to list the three moves your locking with Imprison because

Imprison: The Pokemon binds itself mentally to the opponent momentarily, sealing off three moves shared between the two Pokemon for six (6) actions. The opponent may not use those sealed moves; however, the user of Imprison can.

The Round begins with Rotom Thunder-waving Spiritomb, causing him to slow down even more than before, but he charges Rotom and the two connect, it's Spiritomb's Imprison which means Rotom won't be able to use the moves Will-o-wisp, Shadowball, or Confuse Ray. Spiritomb looks to be a little weak after that Imprison though, and Rotom takes advantage of that to powerup for a Hex, but before that happens Spiritomb smacks him with a Sucker Punch that looked painful for both sides of the coin. Rotom powers up for a Shadow Ball, and gets once again, smacks by a Sucker Punch man is Spiritomb playing dirty or what and because of Imprison the move fails!​

You're not being an asshole at all, I don't know how I messed up on the damage of Sucker Punch. I'll change that, and I'll add back your health.

Edit: Btw, Rotom isn't super effective against Sucker Punch dude, which I believe you added in your Calcs, He's a Fire/Eletric. So I might have been right. But I'll be happy to run them again, They changed his typing 5gen, because I looked on Veekun, but you are correct about your health, for you're Veekun viewing Pleasure http://veekun.com/dex/pokemon/rotom?form=heat

Hey guys, welcome back. after some disputes about a few things we've come back for the next round. Ofcourse, Rotom with the speed lead, will be moving first, and it looks like he decides to take advantage of that speed and use a Double Team which creates 3 clones, leaving 4 of them on the field, this isn't good for Spiritomb as he tries to Hypnotize Rotom, it misses and hits a clone though. Leaving 3 Rotoms left! Spiritomb throws a nice Sucker Punch and Rotom before he can use his Hex, Rotom is still determed though and Discharges a wave of eletrical energy at Spiritomb, and with that and his prior paralzation he is unable to move. What a shame. ​

Hp:53
Energy:47
Paralyzed 15%

Vs.​

Hp:41
Energy:34
Locked out of WoW, Shadowball, and Confuse Ray for 1 actions​

Okay, so on my second action I'll be able to use thos moves again, right? Okay, Plasma, start with Hex to keep up the assault and wear out the imprisonment. Then, fire a Confuse Ray, let's see if we can't make him hurt himself. Then finish up with another Discharge, using STAB will help maintain our energy a bit longer.

Hp:41
Energy:34
Locked out of WoW, Shadowball, and Confuse Ray for 1 actions​

Round 4
Here we go guys, another ghosty round! Rotom kicks stuff off with a signature Hex attack, which has seemed to do it a lot of good this game against Spiritomb, who throws a confuse ray his way for a 2 turn confusion effect. Rotom hits himself in confusion for no damage though, and snaps out of it a turn early. Spiritomb must really want to get a status effect up on Rotom because he shoots some nasty Toxic its way which Badly Poisons the poor fellow, what a shame. Rotom Discharges a lot of powerful Eletrical waves at Spiritomb and Spiritomb returns fire with a ball of shadows.​

We got this, Plasma. We really need the KO here, so let's make sure we do it right! Start with Confuse Ray, odds are he will hurt himself once, which is all we need. Then, launch your two most powerful attacks, Discharge, and finish up big with Overheat!!

Looks like both pokemon are about done here guys. The ghosty battle is about to conclude. Rotom starts off with a Bright flash of Confuse Ray and I think Spiritomb is seeing stars! Spiritomb looks like he still manages to kick up a really creepy Ominous Wind. Rotom decides to fire off a powerful wave of eletrical Discharge, while Spiritomb fires off yet another Shadowball. Spiritomb ends the fight with a Shadow Sneak from behind, that combine with the Toxic damage from previous rounds has put Rotom down and out.
​

I think I've lost this match...if I had paid closer attention to his orders (read: shadow sneak) I might have done it differently...too late now though :(...but we're gonna go down fighting! Let's do this, Atlantis the Tirtouga!

Hit him hard, and hit him good! Start with Waterfall, then launch yourself with Aqua Jet, that aughta finish Spiritomb. If not, then use another Waterfall.